FlipTransport
Description Ever drove your vehicle so fast around a corner that it flipped? Or your vehicle launched so far into the sky your friends lost sight of you? Well when the vehicle finally decides to come down from the sky and roll over on it's side or on it's back, you can flip it over back on it's wheels on your own with your handy dandy wrench! That's right! No more having to setup camp next to your turtled vehicle,… (more)
Description Ever drove your vehicle so fast around a corner that it flipped? Or your vehicle launched so far into the sky your friends lost sight of you? Well when the vehicle finally decides to come down from the sky and roll over on it's side or on it's back, you can flip it over back on it's wheels on your own with your handy dandy wrench! That's right! No more having to setup camp next to your turtled vehicle, you can flip that lazy POS over and keep on cruisin' down the roads of Chernarus! I chose the wrench to be the tool to flip vehicles since they're no real use for them currently and they're unrepairable by default, you can go forth from now on collecting wrenches and being the handy man you've always wanted to be! In recent, you're also able to push vehicles around; to effectively push a vehicle, make sure the engine is off and the vehicle is in neutral. Pushing a vehicle from behind or in front, will result in the vehicle getting pushed in the direction of the vehicle. This is pretty safe for servers that have Trader or mods with safezones, as pushing a vehicle that is in a gear other than neutral will result in very little to no movement of the vehicle. The hydraulic jack and traffic cone have been added into production, the jack will allow you to flip vehicles over without a wrench and with no time penalty. If you do not want the jack on your server, just don't add it to your types file. Showcase
No file I/O on hot paths, no timers created per event, no per-player-per-frame hooks.
Every server-visible override preserves its chain.
0.0026% of each server frame at 100 players (0.026 ms/s). Counts hook dispatch and timers only, not what the hooks do inside. Methodology.
Structural load of the 328 scripted mods analyzed, lightest on the left. This mod's bar is lit; 17 others share it. Ranked list.
Every-frame hooks carry 95% of this mod's structural load. 0.026 ms/s in all.
1 hook · 0.025 ms/s
6 hooks · 0.0012 ms/s
1 hook · 0.000002 ms/s
| Every-frame hooksrun every server frame | 1 hook | 0.025 ms/s | 95% | CarScript.OnUpdate |
| Event hooksrun when something happens: an inventory move, a hit, an action | 6 hooks | 0.0012 ms/s | 4.6% | ActionPushCar.ActionCondition, ActionPushObject.ActionCondition, BoatScript.SetActions and 3 more |
| Lifecycle hooksrun when an entity is created, loaded or deleted | 1 hook | 0.000002 ms/s | <0.1% | MissionServer.OnInit |
Counts how often each hook is dispatched and how many timers stay alive, not what the code inside does. Some rates are order-of-magnitude estimates; the methodology lists which.
Where this mod runs often
Hooks on per-frame and high-rate surfaces, with what their bodies call. Body work, not the hook itself, is what costs frame time.
Which vanilla methods the mod hooks, which of them drop the chain, how often each hook fires, and which risky calls sit inside hot hooks.
How long hook bodies take, network cost, or engine-side load. Measured across live fleets, most server lag comes from the engine and world state, not mod script chains — a light footprint does not clear a mod of lag, and a heavy one does not convict it. Methodology.
Everything else
All 13 overrides
Surface is the dispatch tier the rubric can price (— = unpriced); server is whether the override exists on a dedicated server; super() shows whether the vanilla chain is preserved on a server.
| method | surface | server | super() | where |
|---|---|---|---|---|
ActionConstructor.RegisterActions |
— | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Classes\UserActionsComponent\ActionConstructor.c:3 |
ActionPushCar.ActionCondition |
T2 | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Classes\UserActionsComponent\Actions\Continuous\ActionPushCar.c:4 |
ActionPushObject.ActionCondition |
T2 | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Classes\UserActionsComponent\Actions\Continuous\ActionPushObject.c:4 |
BoatScript.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\BoatScript.c:4 |
CarScript.OnInput |
— | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\CarScript.c:6 |
CarScript.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\CarScript.c:23 |
CarScript.OnUpdate |
T0 | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Entities\Vehicles\CarScript.c:53 |
DayZGame.OnRPC |
T2 | yes | ✓ | Scripts.pbo::3_Game\FlipTransport\DayZGame.c:3 |
JMModuleConstructor.RegisterModules |
— | yes | ✓ | Scripts.pbo::5_Mission\FlipTransport\GUI\COT\JMModuleConstructor.c:4 |
MissionServer.OnInit |
T3 | yes | ✓ | Scripts.pbo::5_Mission\FlipTransport\GameLabs\MissionServer.c:6 |
ModItemRegisterCallbacks.RegisterTwoHanded |
— | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Entities\ManBase\DayZPlayer\DayZPlayerCfgBase.c:3 |
VPPAdminHud.DefineButtons |
— | yes | ✓ | Scripts.pbo::5_Mission\FlipTransport\GUI\VPPAT\VPPAdminHud.c:4 |
Wrench.SetActions |
T2 | yes | ✓ | Scripts.pbo::4_World\FlipTransport\Entities\ItemBase\Wrench.c:3 |
Dispatch surfaces and timers the grade prices
| surface | tier | rate (Hz) | rate source | ms/s |
|---|---|---|---|---|
CarScript.OnUpdate | T0 | 1000.0 | measured | 0.0248 |
DayZGame.OnRPC | T2 | 8.0 | placeholder | 0.0002 |
ActionPushCar.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
ActionPushObject.ActionCondition | T2 | 8.0 | placeholder | 0.0002 |
Wrench.SetActions | T2 | 8.0 | placeholder | 0.0002 |
BoatScript.SetActions | T2 | 8.0 | placeholder | 0.0002 |
CarScript.SetActions | T2 | 8.0 | placeholder | 0.0002 |
MissionServer.OnInit | T3 | 0.1 | placeholder | 0.0000 |
Includes 0.001 ms/s from placeholder-rated surfaces.
Load-order constraints (CfgPatches)
What each PBO declares: its addon identity and the addons it requires to be loaded first (requiredAddons). A partial load-order signal from the mod's own metadata.
GUI.pbo
FlipTransport_GUI— no requiredAddons
Gear.pbo
FlipTransport_Gear— requiresDZ_Data
LanguageCore.pbo
FlipTransport_LanguageCore— no requiredAddons
Scripts.pbo
FlipTransport_Scripts— requiresJM_CF_Scripts
census 1.1 · findings 1.1 · hash 40280f06748c7245